FBC: Firebreak review (PS5)

Stepping into Firebreak’s version of the Oldest House (that we were introduced to in Control), you immediately sense that Remedy is purposefully trimming the original experience down. Gone are the sprawling metroidvania structure and polished cinematic storytelling of Control, replaced with streamlined, bite-sized “Jobs” – three-player coop missions built for quick, chaotic plays. The game’s DNA still bears Remedy’s surreal flair – the sticky‑note monsters and slapstick hazards remain intact – but the narrative rhythm is more pulse than melody. There’s atmosphere, but players must tease the story from environmental clues rather than cinematic beats.

Gameplay shines brightest in the hands of a well-coordinated trio. With electric, repair, and aquatic Crisis Kits, teamwork becomes almost a prerequisite – your squad must sync tools and tactics to overpower threats and maintain control. Solo attempts can quickly spiral if you get overwhelmed; and Firebreak rewards those who work together. Meanwhile, its gunplay remains crisp and satisfying, but without weapon diversity or mission variety, the core loop unfortunately teeters on repetitive after a few hours.

In an era of persistent live-service titles, Firebreak chooses to stand apart. There’s no login marathon, no battle passes to buy and grind – just missions you can play or skip on your own terms. That independence is a refreshing chance and a blessing for players who aren’t into long-haul systems, but might feel aimless without long-term goals or narrative threads (perhaps tying into Control 2) to chase.

Visually, Remedy nails it once more. The Oldest House retains that iconic blend of brutalist architecture and surreal calamities – think floating filing cabinets and overloaded fans – and Firebreak leans into these elements during firefights and emergencies . Each audio cue – be it the buzz of humming lights or the rustle of shifting office paper – adds subtle tension, even if not wholeheartedly terrifying.

The enemy roster is slim, with similar-looking Hiss variants dominating your intel‑gathering runs. And mission types rarely deviate from their structural outline, which makes the sense of familiarity creep in faster than expected. Playing solo only magnifies this – without teammates, many mechanics feel useless or redundant.

But that shaping of Firebreak is intentional. It isn’t trying to match the grandeur and narrative mystery of Control, nor does it aspire to be a live-service behemoth. Instead, it offers cooperative chaos in short film‑like flurries: an hour of cleanup, tension and teamwork, then you’re done. As such, it’s a characterful, cooperative shooter best tackled with friends, and nicely free of mandatory grind. Just don’t expect it to keep pulling you back endlessly.

Score: 6.8/10

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